HairStrandsCore/Public/GroomComponent.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Object, Physics, Activation, Mobility, "Components|Activation"), EditInlineNew, Meta=(BlueprintSpawnableComponent), ClassGroup=Rendering) class UGroomComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent), public [ILODSyncInterface](API\Runtime\Engine\ILODSyncInterface), public [INiagaraPhysicsAssetDICollectorInterface](API\Plugins\Niagara\INiagaraPhysicsAssetDICollectorI-)
TObjectPtr< cla...
AngularSpringsSystem
FString
AttachmentName
Optional socket name, where the groom component should be attached at, when parented with a skeletal mesh
TObjectPtr< cla...
BindingAsset
Optional binding asset for binding a groom onto a skeletal mesh.
bool
bInitSimulation
Boolean to check when the simulation should be initialized
bool
bResetSimulation
Boolean to check when the simulation should be reset
bool
bUseCards
Force the groom to use cards/meshes geometry instead of strands.
TObjectPtr<UMa...
Cards_DefaultMaterial
TArray<TWeakOb...
CollisionComponents
List of collision components to be used
TObjectPtr< cla...
CosseratRodsSystem
TObjectPtr<UGr...
GroomAsset
Groom asset .
TObjectPtr<UGr...
GroomCache
TArray<FHairGr...
GroomGroupsDesc
Groom's groups info.
TObjectPtr<UMe...
MeshDeformer
If set the MeshDeformer will be applied on groom instance for deformation.
TObjectPtr<UMe...
MeshDeformerInstance
Object containing state for the bound MeshDeformer.
TObjectPtr<UMe...
MeshDeformerInstanceSettings
Object containing instance settings for the bound MeshDeformer.
TObjectPtr<UMa...
Meshes_DefaultMaterial
TArray<TObject...
NiagaraComponents
Niagara components that will be attached to the system
TObjectPtr< cla...
PhysicsAsset
Physics asset to be used for hair simulation
FMatrix
PrevBoneMatrix
Previous bone matrix to compare the difference and decide to reset or not the simulation
FHairSimulation...
SimulationSettings
Groom's simulation settings
TObjectPtr< cla...
SourceSkeletalMesh
Kept for debugging mesh transfer.
TObjectPtr<UMa...
Strands_DebugMaterial
Reference of the default/debug materials for each geometric representation
TObjectPtr<UMa...
Strands_DefaultMaterial